Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.
Super Smash Bros. Brawl
Tournament

Tournament rulesets (SSBB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Undid edit by Dark Dragon 01: to be kept in alphabetical order)
(Complete overhaul, since URC is unfortunately not relevant anymore, I turned the page into what you see legal and don't see legal at Brawl tournaments. The Brawl's community asshattery to the URC is the most stupidest thing the Brawl community has done.)
Line 2: Line 2:
:''This is the ruleset for ''Brawl''. For other rulesets and general info on tournament legal settings, see [[Tournament legal]].''
:''This is the ruleset for ''Brawl''. For other rulesets and general info on tournament legal settings, see [[Tournament legal]].''


'''Tournament legal''' describes the rules and settings that are accepted for use in competitive ''Smash'' [[tournaments]] by the American and Canadian Smash communities. The following is the current Unity Ruleset Committee's ruleset for ''[[Super Smash Bros. Brawl]]'' (called the Unity Ruleset), as displayed on the [[Smash World Forums]] as of May 16, 2011. The URC reserves the right to update this ruleset at any time, and said changes would go into effect immediately. Tournaments that do not use this ruleset were not eligible for stickies on [[SmashBoards]] or featured coverage on [[All is Brawl]] for a time, though this was ended on February 15, 2012. <ref>http://www.smashboards.com/showthread.php?p=14079010#post14079010</ref> The current version is [http://www.smashboards.com/showthread.php?p=12492158 2.1]. As of April 16, 2012, the Unity Ruleset Committee has [http://www.smashboards.com/threads/the-urc-has-been-disbanded.321154/#post-14342103 disbanded]. As a result, this ruleset is no longer supported by Smash World Forums and will not be updated anymore.
'''Tournament legal''' describes the rules and settings that are accepted for use in competitive ''Smash'' [[tournaments]] by the American and Canadian Smash communities. In ''Brawl'', the competitive community is extremely divided on what constitutes a proper ruleset (particularly about the legal stagelist), and many players in the community have been vehemently opposed to attempts to create a standarised ruleset from the [[Brawl Back Room]] and [[Unity Ruleset Committee]]. So unlike ''Melee'' and ''Smash 64'', there is no "standard ruleset" that is consistently seen across all ''Brawl'' tournaments. While the general format remains the same (3 stock, no items, no [[broken]] stages), the specific rules of ''Brawl'' tournaments differ from tournament to tournament.  


==General rules==
==General universal rules==
*3 stock.
*3 stock.
*8 minutes.
*8 minutes.*
*Items are turned to off and none.
*Items are turned to off and none.
*[[Pause]] is disabled.
*[[Pause]] is disabled.**
*All infinites and [[chain grab]]s are legal.
*A ledge grab limit of some number***. If a match goes to time, the end of match statistics are used to see how many times each player grabbed the ledge, and if a player exceeded the ledge grab limit, they lose the match regardless of stock or percent lead (if both players exceed the limit however, normal time out rules apply). This rule is implemented to limit [[planking]].
*There is an edge grab limit of 50. If the time limit expires and one player has gone over their limit, they lose the game. If both players go over the limit this rule is ignored.
*[[Stalling]] is banned. Stalling is intentionally making the game unplayable; examples include becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that cannot be reached by the opponent.
*[[Stalling]] is banned. Stalling is intentionally making the game unplayable; examples include becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that cannot be reached by the opponent.
*Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. Players are responsible for being aware of these possibilities.
*Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. Players are responsible for being aware of these possibilities.
*If time runs out, the winner is determined by stock, and then by percentage.
*If time runs out, and neither player exceeds the ledge grab limit or both exceed the limit, the winner is determined by remaining stock, and then by ending damage percentage.
**If both stock and percentage are identical, or a game ends with both players being KO'd simultaneously (typically because of a [[Sacrificial KO]] via [[Bowser (SSBB)|Bowser]]'s [[Flying Slam]] or [[Ganondorf (SSBB)|Ganondorf]]'s [[Flame Choke]]), then a tiebreaker is played. A tiebreaker is a 1 stock, 3 minute match with the same characters and the same stage. The edge grab limit in the tiebreaker is 18.
**If both stock and percentage are identical, or a game ends with both players being KO'd simultaneously, then a tiebreaker is played. A tiebreaker is a 1 stock, 3 minute match with the same characters and the same stage.


==Doubles play==
<small><nowiki>*</nowiki>Some tournaments use a 10 minute timer instead.</small>
 
<small><nowiki>**</nowiki>This rule isn't strictly enforced, and as such, a rule regarding accidental pausing is enacted.</small>
 
<small><nowiki>***</nowiki>The ledge grab limit is typically between 30 to 50 ledge grabs, and sometimes {{SSBB|Meta Knight}} is given a lower ledge grab limit of around 10 to 15 less ledge grabs (though is usually only done in tournaments that run a higher ledge grab limit).</small>
 
==Universal Doubles rules==
*Double Meta Knight is banned; tournaments that keep Meta Knight legal will not allow players on the same team to both use Meta Knight.
*[[Team attack]] is on.
*[[Team attack]] is on.
*[[Share Stock|Sharing stocks]] is allowed.
*[[Share Stock|Sharing stocks]] is allowed.
*If time runs out and either player on a team breaks their edge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
*If time runs out and either player on a team breaks their ledge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
*If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of the players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).
*It may be requested by either team to change team colours in order to prevent any unnecessary confusion, if one of the players is Pokémon Trainer, Lucario, or Sonic.
 
==Miscellaneous rules==
The following are miscellaneous gameplay rules that see usage at tournaments.
 
*Banning {{SSBB|Meta Knight}}: Usage of Meta Knight in any capacity is not allowed in the tournament. If a player chooses random and gets Meta Knight that way, they will be required to restart the match as a different character. This rule is implemented either due to the TO believing Meta Knight to be [[broken]]/overcentralising, wanting to host a tournament that presents something different, or just to appease the tournament's attendees. The rule's usage varies greatly from region to region as Meta Knight's legality is one of the most controversial and divided subjects in the ''Brawl'' competitive community; Meta Knight is commonly banned in midwest States such as [[Texas]], but is usually not banned in the [[Tristate Area]] for example. On the whole though, Meta Knight is usually not banned nowadays in more significant tournaments.
 
*The Gentleman Rule: The most basic form of the rule dictates players may play on any stage, including banned stages, if all players in the match agree to it. While rarely actually used to play on banned stages (as even if a player wanted to play on a banned stage, it's highly unlikely the opponent would agree to it), the rule is often used by players in game one of sets to bypass stage striking (by a player suggesting a starter stage to just go to, typically [[Smashville]], which the opponent then agrees to or refuses and stage strikes). The rule also sees frequent use when a player faces off against a player of a much lower skill level (and usually much younger), where the player allows the lower skilled player to choose any stage they want to play on, whether as a sign of courtesy and/or the player not seeing their opponent as a threat and thus not caring about the stage chosen. The rule is near universally seen, and even if the rules don't explicitly allow it, players often enact the rule regardless of if it's written in the rules or not. While TOs usually don't impose any restrictions on the Gentleman Rule, they may occasionally explicitly disallow banned stages from being played on at all regardless of the rule.
 
*The Colorblind Rule: During doubles matches, if either team has {{SSBB|Lucario}}, {{SSBB|Sonic}}, or the {{SSBB|Pokemon Trainer}} on their team, a player on either team can invoke this rule to choose the team colors of their team and the opposing team, so that they can more easily discern team colors between them. This rule is implemented due to the subtle color differences in those characters' team palette swaps that can make it difficult for players to discern them between a teammate and opponent in the heat of a match. Also, while the use of [[texture hack]]s is often discouraged in tournaments, it's acceptable to use simple full color texture hacks on these characters' team palettes to make their color differences obvious. The colorblind rule sees universal usage.
 
*The Suicide Rule: If a match ends by both remaining players losing their last stock at the same time due to a suicide move (such as by {{SSBB|Bowser}}'s [[Flying Slam]] and {{SSBB|Ganondorf}}'s aerial [[Flame Choke]]), then the initiator of the suicide move is considered the winner of the match regardless of what the results screen says, and no tiebreaker is played. In the past this rule was just used with the aforementioned Flying Slam and Flame Choke suicide finishes, but the rule has since then been used for all suicide KO moves. This rule is implemented as it is generally seen that the player initiating a suicide move had the advantage at the match's end, and the fact the game's inconsistent handling of suicide KO moves is considered unfair and nonsensical (such as, Flying Slam can result in Bowser being declared the winner by the game in a last stock suicide KO, while suicide Flame Choke can result in Ganondorf being declared the loser). While the rule is often used, it's not universal, as some players maintain that the winner of the match should be what the game declares.
 
*Banning of Scrooging: The act of [[scrooging]] (where a player glides underneath the stage to the other side) is often limited or banned in tournaments, especially those that keep Meta Knight legal, due to its capacity to easily stall time. The rule will either forbid Meta Knight from scrooging twice without landing on the stage inbetween, or ban any use of scrooging altogether.
 
*Banning of certain infinites: While tournament keep the usage of zero-deaths and infinites legal, some tournaments will ban certain infinites/zero-deaths deemed to be too powerful and easy to use, such as {{SSBB|King Dedede}}'s standing infinite chain throw and {{SSBB|Marth}}'s zero-death chain grab release on the PK kids. While more common in the past, such rules are rarely seen nowadays in tournaments outside some fringe locals, and tournaments generally make it clear that all infinites and zero-deaths are legal. The only rule against infinites that tournaments typically run is that a player can't continue one well beyond KO percentage (usually listed as 300%).
 
*Air Time Rule: Instead of using a ledge grab limit, tournaments may try to limit planking (and air camping) by using an Air Time Rule. The rule dictates that if a match goes to the time, the end of match statistics are viewed to see how long each player was in the air, and the player with the greater air time is declared the loser regardless of remaining stock and damage. While the rule is common in [[Japan]] and [[Mexico]], the rule doesn't real usage elsewhere, as players in other countries heavily criticise the rule (for things such as heavily favoring ground-based characters, overriding the game's usual time out ruling, and the fact it can reward victory to a player who was clearly outplayed while no real planking (or even camping) was going on), and instead vastly prefer using a ledge grab limit to limit planking.


==Set format==
==Set format==
Tournament sets typically progress in the following manner.
#Player priority is agreed on (or determined).
#Player priority is agreed on (or determined).
#Each team selects players' controller ports. In doubles, the teammate of the player that picks first must pick last (i.e. selection is in the order 1-2-2-1).
#Each team selects players' controller ports. In doubles, the teammate of the player that picks first must pick last (i.e. selection is in the order 1-2-2-1).
#Each team selects a character. Any player may request a double-blind pick.
#Each team selects a character. Any player may enforce a double-blind pick (where all players tell a third party their character choice or write their character choice down, and then select the character they said they would choose, where the third party then enforces the prior announced character choices).
#The first stage is selected from the list of starter stages, either through mutual agremeent, or by stage striking. The stage-striking order is 1-1-2-2-2-1 (where 1 is one team and 2 is the other team).
#The first stage is selected from the list of starter stages, either through mutual agreement, or by stage striking.*
#The first game is played.
#The first game is played.
#The loser of the game may opt to repick controller ports, starting with themselves.
#The loser of the game may opt to repick controller ports, starting with themselves.
#The winner of the game may ban a stage if they have not already done so in the set.
#The winner of the game may ban a stage if they have not already done so in the set.**
#The loser of the game chooses a stage from the list of starter and counterpick stages. A stage cannot be chosen if the other side has banned it or the chooser has already won on the stage in this match.
#The loser of the game chooses a stage from the list of starter and counterpick stages. A stage cannot be chosen if the other side has banned it or the chooser has already won on the stage in this match.***
#The winner selects their character.
#The winner selects their character.
#The loser selects their character.
#The loser selects their character.
#The next game is played.
#The next game is played.
#Repeat from step 6.
#Repeat from step 6 until the sufficient amount of games have been played to determine a winner.
 
<small><nowiki>*</nowiki>Stage striking either proceeds in a 1-2-1-2-etc. order, or a 1-2-2-1 order, with the players each getting one more initial strike for every 2 stage increase in the starter list.</small>
 
<small><nowiki>**</nowiki>Tournaments will occasionally implement two stage bans, especially if a larger stage list is being used and/or Dave's Stupid Rule isn't being implemented.</small>
 
<small><nowiki>***</nowiki>Known as [[Dave's Stupid Rule]], a player cannot choose a stage they won on prior. While often used, sometimes an additional stage ban is used instead of enforcing Dave's Stupid Rule.</small>


===Player priority===
===Player priority===
The team that initiates the stage-striking procedure is always the team that did not initiate the controller port selection. If there is a dispute over who does which, then either rock-paper-scissors or a coin flip will determine it - the winner gets to choose whether they wish to pick ports or start the stage striking.
The team that initiates the stage-striking procedure is always the team that did not initiate the controller port selection. If there is a dispute over who does which, then either rock-paper-scissors, a coin flip, or seeing which player gets the higher number from [[Judge]] ingame, will determine it - the winner gets to choose whether they wish to pick ports or start the stage striking.


==Stages==
==Stages==
''For an explanation as to why stages are counter-picked or banned, see [[Banned stage]]''
''For an explanation as to why stages are counter-picked or banned, see [[Banned stage]]''


Stages are divided up into starter, counterpick, and banned. Starter stages are the only stages that are used in the first game of a match. After that, the loser may pick any stage, starter or counterpick, that is not banned. Players may also ban stages as explained in the set procedure.
The stagelist is the most heavily disputed area of ''Brawl'' rulesets, with there being no universal agreement at all on what constitutes a legal or starter stage, with some stages more heavily disputed than others. As such, this section will categorise stages based on their status within ''Brawl'' tournaments.
 
Stages are divided up in tournaments into starter, counterpick, and banned. Starter stages are the only stages that are used in the first game of a match. After that, the loser may pick any stage, starter or counterpick, that is not banned. Each player also gets to ban the opponent from choosing a stage throughout the whole set, as explained prior in the set procedure.
 
Some tournaments throw out the idea of starters and counterpicks, and instead just have players strike from the entire legal stagelist for game 1, though such tournaments are uncommon and this is never done in major tournaments.
 
===Universal starters===
The following three stages are on the starter lists of virtually all tournaments, and if a tournament runs a three stage starter list, such as the Japanese do, it will typically contain these three stages (though Final Destination is occasionally swapped for Yoshi's Island on three stage starter lists and is relegated to being a counterpick).
 
*{{SSBB|Battlefield}}
*{{SSBB|Final Destination}}
*[[Smashville]]
 
===Near-universal starter/Universal counterpick===
Yoshi's Island is universally seen in five stage starter lists, though Final Destination is often chosen over it in the less common three stage starter lists. If it isn't a starter, it's still always allowed as a counterpick, leaving the stage universally legal.
 
*{{SSBB|Yoshi's Island}}
 
===Other common starters/Universal counterpick===
One of the following two stages is often seen in the common five stage starter lists in conjunction with the above stages (with Lylat Cruise being the more common fifth starter stage), and both stages are universally seen on the starter lists of the less common seven stage starter lists. When not a starter, both of these stages are always allowed as a counterpick, leaving these stages universally legal.


===Starter===
*[[Battlefield (SSBB)|Battlefield]]
*[[Castle Siege]]
*[[Final Destination (SSBB)|Final Destination]]
*[[Lylat Cruise]]
*[[Lylat Cruise]]
*[[Pokémon Stadium]]
*[[Pokémon Stadium]]
*[[Smashville]]
*[[Yoshi's Island (SSBB)|Yoshi's Island]]


===Counterpick===
===Uncommon starter/Near-universal counterpick===
*[[Brinstar]]
Castle Siege is never seen as a starter stage on three and five stage starter lists, though when tournaments run a seven stage starter list, Castle Siege is the universal seventh starter. If not a starter, it's a near-universal counterpick that is very common to see legal, though especially restrictive stagelists, such as the Japanese ruleset, may ban it.
 
*[[Castle Siege]]
 
===Common counterpicks===
The following three stages are common counterpicks that are seen legal in most tournaments. Especially restrictive stagelist ban them however, and in tournaments that keep Meta Knight legal, the TO may opt to ban one or two of these stages under the belief that Meta Knight is too powerful on these stages (and thus leaving players opposing Meta Knight the option to keep him from playing on these stages through their stage ban, while still leaving players the option to use one of these stages in other matches). Meta Knight banned tournaments tend to keep these stages universally legal, as the main reason for banning these stage is Meta Knight's prowess on them.
 
*[[Delfino Plaza]]
*[[Delfino Plaza]]
*[[Frigate Orpheon]]
*[[Frigate Orpheon]]
*[[Halberd]]
*[[Halberd]]
===Disputed counterpick===
Pokemon Stadium 2 is perhaps the most disputed stage in ''Brawl'', with the competitive community's views on it sharply divided. While it is almost never seen legal in more stage conservative regions such as the Tristate Area, as many players in these regions see it on the level of many universally banned stages, it often sees usage in more stage liberal regions such as the midwest and Canada, where it is seen as a perfectly fine and neutral stage, and some TOs, who vehemently support it, will keep it legal.
*[[Pokémon Stadium 2]]
*[[Pokémon Stadium 2]]
===Legality dependent on Meta Knight's legality===
Whether the two stages are legal or not is dependent on whether Meta Knight is legal. As Meta Knight is seen to have such an extreme advantage on these stages, they are universally banned in tournaments that keep Meta Knight legal. Tournaments that ban Meta Knight may have these stages as legal counterpicks, though even when Meta Knight is banned, they aren't too common.
*[[Brinstar]]
*[[Rainbow Cruise]]
*[[Rainbow Cruise]]


===Banned===
===Near-universally banned===
The following stages are never seen in major tournaments nowadays, and are almost never seen even in locals. Some smaller tournaments though may have one or some of these stages legal, whether to experiment, or the TO being inexperienced/having a more liberal definition of what constitutes a legal counterpick.
 
*[[Distant Planet]]
*[[Green Greens]]
*[[Jungle Japes]]
*[[Luigi's Mansion]]
*[[Norfair]]
*[[Onett]]
*[[PictoChat]]
*[[Pirate Ship]]
*[[Port Town Aero Dive]]
*[[Yoshi's Island (Melee)]]
 
===Universally banned===
The following stages are never legal in any serious tournament, and are only ever seen legal in explicitly casual events (such as [[All Brawl]] side events).
 
*[[75 m]]
*[[75 m]]
*[[Big Blue]]
*[[Big Blue]]
*[[Bridge of Eldin]]
*[[Bridge of Eldin]] (This stage has been seen in Japan as a legal counterpick in doubles tournaments however).
*[[Corneria]]
*[[Corneria]]
*[[Distant Planet]]
*[[Flat Zone 2]]
*[[Flat Zone 2]]
*[[Green Greens]]
*[[Green Hill Zone]]
*[[Green Hill Zone]]
*[[Hanenbow]]
*[[Hanenbow]]
*[[Jungle Japes]]
*[[Luigi's Mansion]]
*[[Mario Bros. (stage)|Mario Bros.]]
*[[Mario Bros. (stage)|Mario Bros.]]
*[[Mario Circuit]]
*[[Mario Circuit]]
*[[Mushroomy Kingdom]] (both 1-1 and 1-2)
*[[Mushroomy Kingdom]] (both 1-1 and 1-2)
*[[New Pork City]]
*[[New Pork City]]
*[[Norfair]]
*[[Onett]]
*[[PictoChat]]
*[[Pirate Ship]]
*[[Port Town Aero Dive]]
*[[Rumble Falls]]
*[[Rumble Falls]]
*[[Shadow Moses Island]]
*[[Shadow Moses Island]]
Line 90: Line 155:
*[[Temple]]
*[[Temple]]
*[[WarioWare, Inc.]]
*[[WarioWare, Inc.]]
*[[Yoshi's Island (SSBM)|Yoshi's Island (Melee)]]
 
Also, the [[Sample Stages]] included with Brawl to demonstrate the [[Stage Builder]] are not rated, and as a result, they are banned from tournaments.
Also, the [[Sample Stages]] included with Brawl to demonstrate the [[Stage Builder]] are not rated, and as a result, they are banned from tournaments.


==Player conduct==
==General universal player conduct rules==
*Players are expected to bring their own controller and be prepared for every tournament set.
The following are general rules tournaments have regarding player conduct. How strictly they're enforced depends on the TO however.
*If pausing is left on, and a player pauses, a TO must resolve the situation in the following way. Unpausing before a TO arrives results in a loss of stock for the unpauser.
 
**If the situation is neutral, the match is resumed with no further action.
*Players are expected to bring their own controller and be prepared for every tournament set (often known as BYOC; Bring Your Own Controller), though tournaments may occasionally have a few controllers that players can borrow.
**If the player who paused is at a disadvantage, once the game resumes they are to be placed either on the edge of the stage or in an opponent's grab.
*If pausing is left on, and a player pauses, a TO must resolve the situation in the following way. Unpausing before a TO arrives and without the opposing player's consent typically results in a loss of stock for the unpauser.
**If the situation is neutral, the match is resumed with no further action once all players are ready.
**If the player who paused is at a disadvantage, once the game resumes they are to be placed either on the edge of the stage or in an opponent's grab if they were being chain grabbed.
**If the player who paused is in a "death situation", their current stock is forfeited immediately.
**If the player who paused is in a "death situation", their current stock is forfeited immediately.
*Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing; lingering Wiimotes may disrupt a match. If problems persist, the offender may be disqualified.
*Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing; lingering Wiimotes may interfere with the controls of a Wii they're connected to and disrupt a match. If problems persist, the offender may be disqualified.
*Players are responsible for their own controls and name tag. Any malfunctions (including battery power) is the player's responsibility. Both sides must agree to restart a match because of such a problem.
*Players are responsible for their own controls and name tag. Any malfunctions (including battery power) is the player's responsibility. Both sides must agree to restart a match because of such a problem.
*Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation is not allowed and punishable by the TO.
*No substitutions are allowed for singles or doubles.
*No substitutions are allowed for singles or doubles.
*During gameplay, any coaching parties must remain a finite distance determined by the TO away from the players in order to give players equal access to all coached information. Ear-side coaching is prohibited during games but acceptable between games. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the coach's removal from the venue or a call to replay the game that the coaching interfered with.
*DQ Rule: Arriving too late for a match will result in a DQ. Player(s) will usually have between 5 to 10 minutes to show up, and if they fail to do so without getting prior TO consent to be late, will result in a loss of the first match. 5 to 10 more minutes without showing up results in a loss of the entire set. For doubles, both players on a team need to be present in order to play.
*DQ Rule: Arriving too late for a match will result in a DQ. Player(s) will have 5 minutes to show up before a loss of the first match. 5 more minutes results in a loss of the set. For doubles, both players on a team need to be present in order to play.
*The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
*The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.
===Other player conduct rules===
The following rules are commonly seen in tournaments, though TOs may opt against implementing one or some of them however.
*Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation is not allowed and punishable by the TO.
*During gameplay, any coaching parties must remain a finite distance determined by the TO away from the players in order to give players equal access to all coached information. Ear-side coaching may be prohibited during games but acceptable between games. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the coach's removal from the venue or a call to replay the game that the coaching interfered with.
*Disrupting an opponent physically or intending to disrupt their play (through something such as screaming in a player's ear) will result in a warning. Repeated action may result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are dealt with as the Tournament Organiser sees fit. Disqualification is the most common recourse, as well as ejection. While physically disrupting another player is never allowed, the TO may not enforce against disrupting an opposing player through nonphysical means (such as via shouting).
*Regarding textures and other game hacks:
*Regarding textures and other game hacks:
**Players may request that any texture, stage, or other hacks be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
**If texture hacks aren't completely forbidden, players may request that any texture, stage, or other hacks to be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
**The URC recommends players to not use intrusive texture and stage hacks.
**When such hacks are allowed, intrusive texture and stage hacks are explicitly disallowed.
**Players are not allowed to use any game-altering hacks, such as no-tripping or moveset hacks. Someone caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
**Players are not allowed to use any game-altering hacks, such as no-tripping or moveset hacks. Someone caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.
*Disrupting an opponent physically or intending to disrupt their play (through something such as screaming in a player's ear) will result in a warning. Repeated action will result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are to be dealt with as the Tournament Organiser sees fit. Disqualification is recommended if possible, and ejection from the venue is also a punishment.


==Pool ties==
==General handling of pool ties==
In the event two or more players are tied at the conclusion of a round of pools at a Unity Ruleset tournament, the following process will be done:  
In the event two or more players are tied at the conclusion of a round of pools at a tournament, the following is the typical procedure TOs follow:
 
*Players will be compared with each other on various criteria in this ordered precedence: Set Wins, Head to Head, Wins, Losses, and One Game Rematch.
*Players will be compared with each other on various criteria in this ordered precedence: Set Wins, Head to Head, Wins, Losses, and One Game Rematch.
*If players are still tied on a step, you move down to the next one. For instance, if Player A and B both go 3-2 in sets in a round of pools, you will then proceed to the Head to Head step (who won the set between those players). Whoever won vs the other will proceed at the top of the tie.
*If players are still tied on a step, the TO moves down to the next one. For instance, if Player A and B both go 3-2 in sets in a round of pools, the TO will then proceed to the Head to Head step (who won the set between those players). Whoever won vs the other will proceed at the top of the tie.
*If Head to Head can not decide a tie, then you would move down to the Wins step. This may occur in a three way tie where all three players defeated each other (however note that if one person in a three way tie defeats both other players, then the Head to Head comparison will be used).
*If Head to Head can not decide a tie, then the TO would move down to the Wins step. This may occur in a three way tie where all three players defeated each other (however note that if one person in a three way tie defeats both other players, then the Head to Head comparison will be used).
*If the tie breaker reaches all the way to the One Game Rematch step, this game will play out similar to the first game of any set (though doing best of one), where users will stage strike for the stage, and may double blind characters.
*If the tie breaker reaches all the way to the One Game Rematch step, this game will play out similar to the first game of any set (though doing best of one), where users will stage strike for the stage, and may double blind characters.
*If at any point a tie of three or more players is partially resolved, still leaving two or more players tied, the tie between the remaining players will be decided by starting the tie breaker process over for them. For instance, if in a three way tie in the Wins step, one player has six wins while the others have 5, the player with 6 wins will be the top of the 3. The remaining two players will start back at Sets Wins to determine who is higher between the two instead of proceeding onto the Losses step right away.
*If at any point a tie of three or more players is partially resolved, still leaving two or more players tied, the tie between the remaining players will be decided by starting the tie breaker process over for them. For instance, if in a three way tie in the Wins step, one player has six wins while the others have 5, the player with 6 wins will be the top of the 3. The remaining two players will start back at Sets Wins to determine who is higher between the two instead of proceeding onto the Losses step right away.
==TO protection==
*These rules are subject to change leading up to the event date. The Tournament Organizer reserves the right to remove players from the venue at his or her discretion for any reason.
*The Tournament Organizer and his or her assistants, and any persons helping run the event may not be held liable for any lost, stolen, or damaged goods during the event. Nor will the Tournament Organizer, the venue, its owners, affiliates, employees, members, sponsors, or volunteers be held liable or responsible for any injury or harm that may befall a person during the course of the event. By entering the venue during the posted date players are displaying their agreement with this policy.
==Infraction system==
Players that are found to be in contempt of the Unity Ruleset are subject to infractions. The infraction system involves giving time-limited yellow cards and/or red cards to players for certain actions; being given two active yellow cards in one category results in an automatic red card. The URC handles all infraction-related actions.
Players with an active yellow card are subject to being under "extra watch" by TOs for later offenses. Yellow cards are given expiry dates within the one-to-twelve month range. Players with an active red card are not allowed to participate in any Unity Ruleset tournaments. Red cards typically expire within two to eight weeks.
Infraction categories include but are not limited to bracket manipulation (e.g. intentional forfeiting or prize splitting) and tournament conduct (e.g. disruption or destruction of property).
==Experimental rulesets==
Tournament organizers may choose to run experimental rulesets, designed to test out slightly different metagames while retaining the reputation of the Unity Ruleset. TOs must notify a member of the BBR-RC with the nature of the alteration for the tournament to be accepted as being part of the experiment system.
===Recommended tests===
*Banning Brinstar and/or Rainbow Cruise
*1 or 2-stock matches with a different timer
*5 or 9-stage starter lists
*2 stage bans per player
*Counterpicking characters before stages
*Allowing Jungle Japes, Norfair, Pirate Ship, Green Greens, Port Town Aero Drive, Onett, Yoshi's Island (Melee), Luigi's Mansion, or Distant Planet


==Related Articles==
==Related Articles==
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSB)]]
*[[Tournament legal (SSBM)]]
*[[Tournament legal (SSBM)]]
*[[Unity Ruleset Committee]]
*[[Banned stage]]
*[[Banned stage]]


==External links==
*[http://www.smashboards.com/showthread.php?p=12492158 Version 2.1]
==References==
==References==
{{reflist}}
{{reflist}}
[[Category:Tournaments]]
[[Category:Tournaments]]
[[Category:Stages (SSBB)]]
[[Category:Stages (SSBB)]]

Revision as of 04:22, January 8, 2014

This is the ruleset for Brawl. For other rulesets and general info on tournament legal settings, see Tournament legal.

Tournament legal describes the rules and settings that are accepted for use in competitive Smash tournaments by the American and Canadian Smash communities. In Brawl, the competitive community is extremely divided on what constitutes a proper ruleset (particularly about the legal stagelist), and many players in the community have been vehemently opposed to attempts to create a standarised ruleset from the Brawl Back Room and Unity Ruleset Committee. So unlike Melee and Smash 64, there is no "standard ruleset" that is consistently seen across all Brawl tournaments. While the general format remains the same (3 stock, no items, no broken stages), the specific rules of Brawl tournaments differ from tournament to tournament.

General universal rules

  • 3 stock.
  • 8 minutes.*
  • Items are turned to off and none.
  • Pause is disabled.**
  • A ledge grab limit of some number***. If a match goes to time, the end of match statistics are used to see how many times each player grabbed the ledge, and if a player exceeded the ledge grab limit, they lose the match regardless of stock or percent lead (if both players exceed the limit however, normal time out rules apply). This rule is implemented to limit planking.
  • Stalling is banned. Stalling is intentionally making the game unplayable; examples include becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that cannot be reached by the opponent.
  • Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. Players are responsible for being aware of these possibilities.
  • If time runs out, and neither player exceeds the ledge grab limit or both exceed the limit, the winner is determined by remaining stock, and then by ending damage percentage.
    • If both stock and percentage are identical, or a game ends with both players being KO'd simultaneously, then a tiebreaker is played. A tiebreaker is a 1 stock, 3 minute match with the same characters and the same stage.

*Some tournaments use a 10 minute timer instead.

**This rule isn't strictly enforced, and as such, a rule regarding accidental pausing is enacted.

***The ledge grab limit is typically between 30 to 50 ledge grabs, and sometimes Meta Knight is given a lower ledge grab limit of around 10 to 15 less ledge grabs (though is usually only done in tournaments that run a higher ledge grab limit).

Universal Doubles rules

  • Double Meta Knight is banned; tournaments that keep Meta Knight legal will not allow players on the same team to both use Meta Knight.
  • Team attack is on.
  • Sharing stocks is allowed.
  • If time runs out and either player on a team breaks their ledge grab limit, their team loses. If players on both teams exceed the limit this rule is ignored.
  • If the clock expires and the total number of stocks of each team is equal, use the sum of the final percentage of the players on each team as the tiebreaker; whichever team has a lower sum wins. (A player who has been eliminated has 0 stocks and 0%).

Miscellaneous rules

The following are miscellaneous gameplay rules that see usage at tournaments.

  • Banning Meta Knight: Usage of Meta Knight in any capacity is not allowed in the tournament. If a player chooses random and gets Meta Knight that way, they will be required to restart the match as a different character. This rule is implemented either due to the TO believing Meta Knight to be broken/overcentralising, wanting to host a tournament that presents something different, or just to appease the tournament's attendees. The rule's usage varies greatly from region to region as Meta Knight's legality is one of the most controversial and divided subjects in the Brawl competitive community; Meta Knight is commonly banned in midwest States such as Texas, but is usually not banned in the Tristate Area for example. On the whole though, Meta Knight is usually not banned nowadays in more significant tournaments.
  • The Gentleman Rule: The most basic form of the rule dictates players may play on any stage, including banned stages, if all players in the match agree to it. While rarely actually used to play on banned stages (as even if a player wanted to play on a banned stage, it's highly unlikely the opponent would agree to it), the rule is often used by players in game one of sets to bypass stage striking (by a player suggesting a starter stage to just go to, typically Smashville, which the opponent then agrees to or refuses and stage strikes). The rule also sees frequent use when a player faces off against a player of a much lower skill level (and usually much younger), where the player allows the lower skilled player to choose any stage they want to play on, whether as a sign of courtesy and/or the player not seeing their opponent as a threat and thus not caring about the stage chosen. The rule is near universally seen, and even if the rules don't explicitly allow it, players often enact the rule regardless of if it's written in the rules or not. While TOs usually don't impose any restrictions on the Gentleman Rule, they may occasionally explicitly disallow banned stages from being played on at all regardless of the rule.
  • The Colorblind Rule: During doubles matches, if either team has Lucario, Sonic, or the Pokemon Trainer on their team, a player on either team can invoke this rule to choose the team colors of their team and the opposing team, so that they can more easily discern team colors between them. This rule is implemented due to the subtle color differences in those characters' team palette swaps that can make it difficult for players to discern them between a teammate and opponent in the heat of a match. Also, while the use of texture hacks is often discouraged in tournaments, it's acceptable to use simple full color texture hacks on these characters' team palettes to make their color differences obvious. The colorblind rule sees universal usage.
  • The Suicide Rule: If a match ends by both remaining players losing their last stock at the same time due to a suicide move (such as by Bowser's Flying Slam and Ganondorf's aerial Flame Choke), then the initiator of the suicide move is considered the winner of the match regardless of what the results screen says, and no tiebreaker is played. In the past this rule was just used with the aforementioned Flying Slam and Flame Choke suicide finishes, but the rule has since then been used for all suicide KO moves. This rule is implemented as it is generally seen that the player initiating a suicide move had the advantage at the match's end, and the fact the game's inconsistent handling of suicide KO moves is considered unfair and nonsensical (such as, Flying Slam can result in Bowser being declared the winner by the game in a last stock suicide KO, while suicide Flame Choke can result in Ganondorf being declared the loser). While the rule is often used, it's not universal, as some players maintain that the winner of the match should be what the game declares.
  • Banning of Scrooging: The act of scrooging (where a player glides underneath the stage to the other side) is often limited or banned in tournaments, especially those that keep Meta Knight legal, due to its capacity to easily stall time. The rule will either forbid Meta Knight from scrooging twice without landing on the stage inbetween, or ban any use of scrooging altogether.
  • Banning of certain infinites: While tournament keep the usage of zero-deaths and infinites legal, some tournaments will ban certain infinites/zero-deaths deemed to be too powerful and easy to use, such as King Dedede's standing infinite chain throw and Marth's zero-death chain grab release on the PK kids. While more common in the past, such rules are rarely seen nowadays in tournaments outside some fringe locals, and tournaments generally make it clear that all infinites and zero-deaths are legal. The only rule against infinites that tournaments typically run is that a player can't continue one well beyond KO percentage (usually listed as 300%).
  • Air Time Rule: Instead of using a ledge grab limit, tournaments may try to limit planking (and air camping) by using an Air Time Rule. The rule dictates that if a match goes to the time, the end of match statistics are viewed to see how long each player was in the air, and the player with the greater air time is declared the loser regardless of remaining stock and damage. While the rule is common in Japan and Mexico, the rule doesn't real usage elsewhere, as players in other countries heavily criticise the rule (for things such as heavily favoring ground-based characters, overriding the game's usual time out ruling, and the fact it can reward victory to a player who was clearly outplayed while no real planking (or even camping) was going on), and instead vastly prefer using a ledge grab limit to limit planking.

Set format

Tournament sets typically progress in the following manner.

  1. Player priority is agreed on (or determined).
  2. Each team selects players' controller ports. In doubles, the teammate of the player that picks first must pick last (i.e. selection is in the order 1-2-2-1).
  3. Each team selects a character. Any player may enforce a double-blind pick (where all players tell a third party their character choice or write their character choice down, and then select the character they said they would choose, where the third party then enforces the prior announced character choices).
  4. The first stage is selected from the list of starter stages, either through mutual agreement, or by stage striking.*
  5. The first game is played.
  6. The loser of the game may opt to repick controller ports, starting with themselves.
  7. The winner of the game may ban a stage if they have not already done so in the set.**
  8. The loser of the game chooses a stage from the list of starter and counterpick stages. A stage cannot be chosen if the other side has banned it or the chooser has already won on the stage in this match.***
  9. The winner selects their character.
  10. The loser selects their character.
  11. The next game is played.
  12. Repeat from step 6 until the sufficient amount of games have been played to determine a winner.

*Stage striking either proceeds in a 1-2-1-2-etc. order, or a 1-2-2-1 order, with the players each getting one more initial strike for every 2 stage increase in the starter list.

**Tournaments will occasionally implement two stage bans, especially if a larger stage list is being used and/or Dave's Stupid Rule isn't being implemented.

***Known as Dave's Stupid Rule, a player cannot choose a stage they won on prior. While often used, sometimes an additional stage ban is used instead of enforcing Dave's Stupid Rule.

Player priority

The team that initiates the stage-striking procedure is always the team that did not initiate the controller port selection. If there is a dispute over who does which, then either rock-paper-scissors, a coin flip, or seeing which player gets the higher number from Judge ingame, will determine it - the winner gets to choose whether they wish to pick ports or start the stage striking.

Stages

For an explanation as to why stages are counter-picked or banned, see Banned stage

The stagelist is the most heavily disputed area of Brawl rulesets, with there being no universal agreement at all on what constitutes a legal or starter stage, with some stages more heavily disputed than others. As such, this section will categorise stages based on their status within Brawl tournaments.

Stages are divided up in tournaments into starter, counterpick, and banned. Starter stages are the only stages that are used in the first game of a match. After that, the loser may pick any stage, starter or counterpick, that is not banned. Each player also gets to ban the opponent from choosing a stage throughout the whole set, as explained prior in the set procedure.

Some tournaments throw out the idea of starters and counterpicks, and instead just have players strike from the entire legal stagelist for game 1, though such tournaments are uncommon and this is never done in major tournaments.

Universal starters

The following three stages are on the starter lists of virtually all tournaments, and if a tournament runs a three stage starter list, such as the Japanese do, it will typically contain these three stages (though Final Destination is occasionally swapped for Yoshi's Island on three stage starter lists and is relegated to being a counterpick).

Near-universal starter/Universal counterpick

Yoshi's Island is universally seen in five stage starter lists, though Final Destination is often chosen over it in the less common three stage starter lists. If it isn't a starter, it's still always allowed as a counterpick, leaving the stage universally legal.

Other common starters/Universal counterpick

One of the following two stages is often seen in the common five stage starter lists in conjunction with the above stages (with Lylat Cruise being the more common fifth starter stage), and both stages are universally seen on the starter lists of the less common seven stage starter lists. When not a starter, both of these stages are always allowed as a counterpick, leaving these stages universally legal.

Uncommon starter/Near-universal counterpick

Castle Siege is never seen as a starter stage on three and five stage starter lists, though when tournaments run a seven stage starter list, Castle Siege is the universal seventh starter. If not a starter, it's a near-universal counterpick that is very common to see legal, though especially restrictive stagelists, such as the Japanese ruleset, may ban it.

Common counterpicks

The following three stages are common counterpicks that are seen legal in most tournaments. Especially restrictive stagelist ban them however, and in tournaments that keep Meta Knight legal, the TO may opt to ban one or two of these stages under the belief that Meta Knight is too powerful on these stages (and thus leaving players opposing Meta Knight the option to keep him from playing on these stages through their stage ban, while still leaving players the option to use one of these stages in other matches). Meta Knight banned tournaments tend to keep these stages universally legal, as the main reason for banning these stage is Meta Knight's prowess on them.

Disputed counterpick

Pokemon Stadium 2 is perhaps the most disputed stage in Brawl, with the competitive community's views on it sharply divided. While it is almost never seen legal in more stage conservative regions such as the Tristate Area, as many players in these regions see it on the level of many universally banned stages, it often sees usage in more stage liberal regions such as the midwest and Canada, where it is seen as a perfectly fine and neutral stage, and some TOs, who vehemently support it, will keep it legal.

Legality dependent on Meta Knight's legality

Whether the two stages are legal or not is dependent on whether Meta Knight is legal. As Meta Knight is seen to have such an extreme advantage on these stages, they are universally banned in tournaments that keep Meta Knight legal. Tournaments that ban Meta Knight may have these stages as legal counterpicks, though even when Meta Knight is banned, they aren't too common.

Near-universally banned

The following stages are never seen in major tournaments nowadays, and are almost never seen even in locals. Some smaller tournaments though may have one or some of these stages legal, whether to experiment, or the TO being inexperienced/having a more liberal definition of what constitutes a legal counterpick.

Universally banned

The following stages are never legal in any serious tournament, and are only ever seen legal in explicitly casual events (such as All Brawl side events).

Also, the Sample Stages included with Brawl to demonstrate the Stage Builder are not rated, and as a result, they are banned from tournaments.

General universal player conduct rules

The following are general rules tournaments have regarding player conduct. How strictly they're enforced depends on the TO however.

  • Players are expected to bring their own controller and be prepared for every tournament set (often known as BYOC; Bring Your Own Controller), though tournaments may occasionally have a few controllers that players can borrow.
  • If pausing is left on, and a player pauses, a TO must resolve the situation in the following way. Unpausing before a TO arrives and without the opposing player's consent typically results in a loss of stock for the unpauser.
    • If the situation is neutral, the match is resumed with no further action once all players are ready.
    • If the player who paused is at a disadvantage, once the game resumes they are to be placed either on the edge of the stage or in an opponent's grab if they were being chain grabbed.
    • If the player who paused is in a "death situation", their current stock is forfeited immediately.
  • Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing; lingering Wiimotes may interfere with the controls of a Wii they're connected to and disrupt a match. If problems persist, the offender may be disqualified.
  • Players are responsible for their own controls and name tag. Any malfunctions (including battery power) is the player's responsibility. Both sides must agree to restart a match because of such a problem.
  • No substitutions are allowed for singles or doubles.
  • DQ Rule: Arriving too late for a match will result in a DQ. Player(s) will usually have between 5 to 10 minutes to show up, and if they fail to do so without getting prior TO consent to be late, will result in a loss of the first match. 5 to 10 more minutes without showing up results in a loss of the entire set. For doubles, both players on a team need to be present in order to play.
  • The tournament organizer has the right to save/record any tournament match if possible and has the right to upload said match.

Other player conduct rules

The following rules are commonly seen in tournaments, though TOs may opt against implementing one or some of them however.

  • Intentional forfeiting, match fixing, splitting, and any other forms of bracket manipulation is not allowed and punishable by the TO.
  • During gameplay, any coaching parties must remain a finite distance determined by the TO away from the players in order to give players equal access to all coached information. Ear-side coaching may be prohibited during games but acceptable between games. Failure to adhere to this will lead to punishment at the TO's discretion, which could include the coach's removal from the venue or a call to replay the game that the coaching interfered with.
  • Disrupting an opponent physically or intending to disrupt their play (through something such as screaming in a player's ear) will result in a warning. Repeated action may result in disqualification from the tournament and possibly ejection from the venue. Observers who physically disrupt players are dealt with as the Tournament Organiser sees fit. Disqualification is the most common recourse, as well as ejection. While physically disrupting another player is never allowed, the TO may not enforce against disrupting an opposing player through nonphysical means (such as via shouting).
  • Regarding textures and other game hacks:
    • If texture hacks aren't completely forbidden, players may request that any texture, stage, or other hacks to be disabled during a tournament set. If this is unable to be done, they may switch to a different setup if available.
    • When such hacks are allowed, intrusive texture and stage hacks are explicitly disallowed.
    • Players are not allowed to use any game-altering hacks, such as no-tripping or moveset hacks. Someone caught setting up a system they brought with such hacks enabled can face punishment at the TO's discretion.

General handling of pool ties

In the event two or more players are tied at the conclusion of a round of pools at a tournament, the following is the typical procedure TOs follow:

  • Players will be compared with each other on various criteria in this ordered precedence: Set Wins, Head to Head, Wins, Losses, and One Game Rematch.
  • If players are still tied on a step, the TO moves down to the next one. For instance, if Player A and B both go 3-2 in sets in a round of pools, the TO will then proceed to the Head to Head step (who won the set between those players). Whoever won vs the other will proceed at the top of the tie.
  • If Head to Head can not decide a tie, then the TO would move down to the Wins step. This may occur in a three way tie where all three players defeated each other (however note that if one person in a three way tie defeats both other players, then the Head to Head comparison will be used).
  • If the tie breaker reaches all the way to the One Game Rematch step, this game will play out similar to the first game of any set (though doing best of one), where users will stage strike for the stage, and may double blind characters.
  • If at any point a tie of three or more players is partially resolved, still leaving two or more players tied, the tie between the remaining players will be decided by starting the tie breaker process over for them. For instance, if in a three way tie in the Wins step, one player has six wins while the others have 5, the player with 6 wins will be the top of the 3. The remaining two players will start back at Sets Wins to determine who is higher between the two instead of proceeding onto the Losses step right away.

Related Articles

References